From the course: Maya 2018: Bifröst Fluids
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Displaying channel data as particle color - Maya Tutorial
From the course: Maya 2018: Bifröst Fluids
Displaying channel data as particle color
- [Instructor] To begin the chapter on shading, let's visualize Bifrost channel data as particle color. This will make it easy for us to determine the range of values for the various channels, such as velocity in churn. We need that information to effectively use channel data in a shading network. I've got to scene here that has a BIF simulation cache. I'm going to advance it into the simulation range to frame 120 That may take a moment to load in. Once it does, we can see that the particles are displayed in blue and white. And by default, that color is mapped to Velocity. Let's select the liquid shape node from the Outliner. And in the Attribute Editor under Particle Display, we've got color. And that is the enable switch for particle color. We can disable it and deselect the shape node. And the particles are displayed in the standard wire frame color of dark blue. I'll reselect the shape node back in the attributes, re-enable color, and we see the Color Channel has a pull down list.…
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Contents
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Displaying channel data as particle color6m 28s
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Displaying channel data as mesh vertex color3m 16s
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Rendering a liquid polygon mesh in Arnold4m 52s
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Rendering the shape node in Arnold7m 12s
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Rendering meshed voxels4m 52s
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Accessing available Bifrost channels2m 40s
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Shading with Bifrost channels using aiUserData3m 56s
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Remapping Bifrost channel data3m 33s
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Converting velocity to a grayscale float5m 12s
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Combining Bifrost channel data7m 35s
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Building a layered shader6m 44s
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Mapping specular roughness7m 59s
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